WaterProxy.cpp 12 KB

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  1. /*
  2. * WaterProxy.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "WaterProxy.h"
  12. #include "../CMapGenerator.h"
  13. #include "../RmgMap.h"
  14. #include "../../TerrainHandler.h"
  15. #include "../../mapObjectConstructors/AObjectTypeHandler.h"
  16. #include "../../mapObjectConstructors/CObjectClassesHandler.h"
  17. #include "../../mapObjects/MiscObjects.h"
  18. #include "../../mapping/CMap.h"
  19. #include "../../mapping/CMapEditManager.h"
  20. #include "../RmgPath.h"
  21. #include "../RmgObject.h"
  22. #include "ObjectManager.h"
  23. #include "../Functions.h"
  24. #include "RoadPlacer.h"
  25. #include "TreasurePlacer.h"
  26. #include "TownPlacer.h"
  27. #include "ConnectionsPlacer.h"
  28. #include "../TileInfo.h"
  29. #include "WaterAdopter.h"
  30. #include "../RmgArea.h"
  31. VCMI_LIB_NAMESPACE_BEGIN
  32. void WaterProxy::process()
  33. {
  34. auto area = zone.area();
  35. for(const auto & t : area->getTilesVector())
  36. {
  37. map.setZoneID(t, zone.getId());
  38. map.setOccupied(t, ETileType::POSSIBLE);
  39. }
  40. auto v = area->getTilesVector();
  41. mapProxy->drawTerrain(zone.getRand(), v, zone.getTerrainType());
  42. //check terrain type
  43. for([[maybe_unused]] const auto & t : area->getTilesVector())
  44. {
  45. assert(map.isOnMap(t));
  46. assert(map.getTile(t).terType->getId() == zone.getTerrainType());
  47. }
  48. // FIXME: Possible deadlock for 2 zones
  49. auto areaPossible = zone.areaPossible();
  50. for(const auto & z : map.getZones())
  51. {
  52. if(z.second->getId() == zone.getId())
  53. continue;
  54. auto secondArea = z.second->area();
  55. auto secondAreaPossible = z.second->areaPossible();
  56. for(const auto & t : secondArea->getTilesVector())
  57. {
  58. if(map.getTile(t).terType->getId() == zone.getTerrainType())
  59. {
  60. secondArea->erase(t);
  61. secondAreaPossible->erase(t);
  62. area->add(t);
  63. areaPossible->add(t);
  64. map.setZoneID(t, zone.getId());
  65. map.setOccupied(t, ETileType::POSSIBLE);
  66. }
  67. }
  68. }
  69. if(!area->contains(zone.getPos()))
  70. {
  71. zone.setPos(area->getTilesVector().front());
  72. }
  73. zone.initFreeTiles();
  74. collectLakes();
  75. }
  76. void WaterProxy::init()
  77. {
  78. for(auto & z : map.getZones())
  79. {
  80. if (!zone.isUnderground())
  81. {
  82. dependency(z.second->getModificator<TownPlacer>());
  83. dependency(z.second->getModificator<WaterAdopter>());
  84. }
  85. postfunction(z.second->getModificator<ConnectionsPlacer>());
  86. postfunction(z.second->getModificator<ObjectManager>());
  87. }
  88. POSTFUNCTION(TreasurePlacer);
  89. }
  90. const std::vector<WaterProxy::Lake> & WaterProxy::getLakes() const
  91. {
  92. RecursiveLock lock(externalAccessMutex);
  93. return lakes;
  94. }
  95. void WaterProxy::collectLakes()
  96. {
  97. RecursiveLock lock(externalAccessMutex);
  98. int lakeId = 0;
  99. for(const auto & lake : connectedAreas(zone.area().get(), true))
  100. {
  101. lakes.push_back(Lake{});
  102. lakes.back().area = lake;
  103. lakes.back().distanceMap = lake.computeDistanceMap(lakes.back().reverseDistanceMap);
  104. for(const auto & t : lake.getBorderOutside())
  105. if(map.isOnMap(t))
  106. lakes.back().neighbourZones[map.getZoneID(t)].add(t);
  107. for(const auto & t : lake.getTilesVector())
  108. lakeMap[t] = lakeId;
  109. //each lake must have at least one free tile
  110. if(!lake.overlap(zone.freePaths().get()))
  111. zone.freePaths()->add(*lakes.back().reverseDistanceMap[lakes.back().reverseDistanceMap.size() - 1].begin());
  112. ++lakeId;
  113. }
  114. }
  115. RouteInfo WaterProxy::waterRoute(Zone & dst)
  116. {
  117. RouteInfo result;
  118. auto * adopter = dst.getModificator<WaterAdopter>();
  119. if(!adopter)
  120. return result;
  121. if(adopter->getCoastTiles().empty())
  122. return result;
  123. bool createRoad = false;
  124. //block zones are not connected by template
  125. for(auto& lake : lakes)
  126. {
  127. if(lake.neighbourZones.count(dst.getId()))
  128. {
  129. if(!lake.keepConnections.count(dst.getId()))
  130. {
  131. for(const auto & ct : lake.neighbourZones[dst.getId()].getTilesVector())
  132. {
  133. if(map.isPossible(ct))
  134. map.setOccupied(ct, ETileType::BLOCKED);
  135. }
  136. Zone::Lock lock(dst.areaMutex);
  137. dst.areaPossible()->subtract(lake.neighbourZones[dst.getId()]);
  138. continue;
  139. }
  140. //Don't place shipyard or boats on the very small lake
  141. if (lake.area.getTilesVector().size() < 25)
  142. {
  143. logGlobal->info("Skipping very small lake at zone %d", dst.getId());
  144. continue;
  145. }
  146. int zoneTowns = 0;
  147. if(auto * m = dst.getModificator<TownPlacer>())
  148. zoneTowns = m->getTotalTowns();
  149. if (vstd::contains(lake.keepRoads, dst.getId()))
  150. {
  151. createRoad = true;
  152. }
  153. //FIXME: Why are Shipyards not allowed in zones with no towns?
  154. if(dst.getType() == ETemplateZoneType::PLAYER_START || dst.getType() == ETemplateZoneType::CPU_START || zoneTowns)
  155. {
  156. if(placeShipyard(dst, lake, generator.getConfig().shipyardGuard, createRoad, result))
  157. {
  158. logGlobal->info("Shipyard successfully placed at zone %d", dst.getId());
  159. }
  160. else
  161. {
  162. logGlobal->warn("Shipyard placement failed, trying boat at zone %d", dst.getId());
  163. if(placeBoat(dst, lake, createRoad, result))
  164. {
  165. logGlobal->warn("Boat successfully placed at zone %d", dst.getId());
  166. }
  167. else
  168. {
  169. logGlobal->error("Boat placement failed at zone %d", dst.getId());
  170. }
  171. }
  172. }
  173. else
  174. {
  175. if(placeBoat(dst, lake, createRoad, result))
  176. {
  177. logGlobal->info("Boat successfully placed at zone %d", dst.getId());
  178. }
  179. else
  180. {
  181. logGlobal->error("Boat placement failed at zone %d", dst.getId());
  182. }
  183. }
  184. }
  185. }
  186. return result;
  187. }
  188. bool WaterProxy::waterKeepConnection(const rmg::ZoneConnection & connection, bool createRoad)
  189. {
  190. const auto & zoneA = connection.getZoneA();
  191. const auto & zoneB = connection.getZoneB();
  192. RecursiveLock lock(externalAccessMutex);
  193. for(auto & lake : lakes)
  194. {
  195. if(lake.neighbourZones.count(zoneA) && lake.neighbourZones.count(zoneB))
  196. {
  197. lake.keepConnections.insert(zoneA);
  198. lake.keepConnections.insert(zoneB);
  199. if (createRoad)
  200. {
  201. lake.keepRoads.insert(zoneA);
  202. lake.keepRoads.insert(zoneB);
  203. }
  204. return true;
  205. }
  206. }
  207. return false;
  208. }
  209. bool WaterProxy::placeBoat(Zone & land, const Lake & lake, bool createRoad, RouteInfo & info)
  210. {
  211. auto * manager = zone.getModificator<ObjectManager>();
  212. if(!manager)
  213. return false;
  214. auto subObjects = VLC->objtypeh->knownSubObjects(Obj::BOAT);
  215. std::set<si32> sailingBoatTypes; //RMG shall place only sailing boats on water
  216. for(auto subObj : subObjects)
  217. {
  218. //making a temporary object
  219. std::unique_ptr<CGObjectInstance> obj(VLC->objtypeh->getHandlerFor(Obj::BOAT, subObj)->create(map.mapInstance->cb, nullptr));
  220. if(auto * testBoat = dynamic_cast<CGBoat *>(obj.get()))
  221. {
  222. if(testBoat->layer == EPathfindingLayer::SAIL)
  223. sailingBoatTypes.insert(subObj);
  224. }
  225. }
  226. if(sailingBoatTypes.empty())
  227. return false;
  228. auto * boat = dynamic_cast<CGBoat *>(VLC->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(sailingBoatTypes, zone.getRand()))->create(map.mapInstance->cb, nullptr));
  229. rmg::Object rmgObject(*boat);
  230. rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
  231. auto waterAvailable = zone.areaPossible() + zone.freePaths();
  232. rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
  233. coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
  234. auto boardingPositions = coast.getSubarea([&waterAvailable, this](const int3 & tile) //tiles where boarding is possible
  235. {
  236. //We don't want place boat right to any land object, especiallly the zone guard
  237. if (map.getTileInfo(tile).getNearestObjectDistance() <= 3)
  238. return false;
  239. rmg::Area a({tile});
  240. a = a.getBorderOutside();
  241. a.intersect(waterAvailable);
  242. return !a.empty();
  243. });
  244. while(!boardingPositions.empty())
  245. {
  246. auto boardingPosition = *boardingPositions.getTilesVector().begin();
  247. rmg::Area shipPositions({boardingPosition});
  248. auto boutside = shipPositions.getBorderOutside();
  249. shipPositions.assign(boutside);
  250. shipPositions.intersect(waterAvailable);
  251. if(shipPositions.empty())
  252. {
  253. boardingPositions.erase(boardingPosition);
  254. continue;
  255. }
  256. //try to place boat at water, create paths on water and land
  257. auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 4, false, true, ObjectManager::OptimizeType::NONE);
  258. auto landPath = land.searchPath(boardingPosition, false);
  259. if(!path.valid() || !landPath.valid())
  260. {
  261. boardingPositions.erase(boardingPosition);
  262. continue;
  263. }
  264. info.blocked = rmgObject.getArea();
  265. info.visitable = rmgObject.getVisitablePosition();
  266. info.boarding = boardingPosition;
  267. info.water = shipPositions;
  268. zone.connectPath(path);
  269. land.connectPath(landPath);
  270. manager->placeObject(rmgObject, false, true, createRoad);
  271. land.getModificator<ObjectManager>()->updateDistances(rmgObject); //Keep land objects away from the boat
  272. break;
  273. }
  274. return !boardingPositions.empty();
  275. }
  276. bool WaterProxy::placeShipyard(Zone & land, const Lake & lake, si32 guard, bool createRoad, RouteInfo & info)
  277. {
  278. auto * manager = land.getModificator<ObjectManager>();
  279. if(!manager)
  280. return false;
  281. int subtype = chooseRandomAppearance(zone.getRand(), Obj::SHIPYARD, land.getTerrainType());
  282. auto * shipyard = dynamic_cast<CGShipyard *>(VLC->objtypeh->getHandlerFor(Obj::SHIPYARD, subtype)->create(map.mapInstance->cb, nullptr));
  283. shipyard->tempOwner = PlayerColor::NEUTRAL;
  284. rmg::Object rmgObject(*shipyard);
  285. rmgObject.setTemplate(land.getTerrainType(), zone.getRand());
  286. bool guarded = manager->addGuard(rmgObject, guard);
  287. auto waterAvailable = zone.areaPossible() + zone.freePaths();
  288. waterAvailable.intersect(lake.area);
  289. rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
  290. coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
  291. auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible
  292. {
  293. rmg::Area a({tile});
  294. a = a.getBorderOutside();
  295. a.intersect(waterAvailable);
  296. return !a.empty();
  297. });
  298. while(!boardingPositions.empty())
  299. {
  300. auto boardingPosition = *boardingPositions.getTilesVector().begin();
  301. rmg::Area shipPositions({boardingPosition});
  302. auto boutside = shipPositions.getBorderOutside();
  303. shipPositions.assign(boutside);
  304. shipPositions.intersect(waterAvailable);
  305. if(shipPositions.empty())
  306. {
  307. boardingPositions.erase(boardingPosition);
  308. continue;
  309. }
  310. //try to place shipyard close to boarding position and appropriate water access
  311. auto path = manager->placeAndConnectObject(land.areaPossible().get(), rmgObject, [&rmgObject, &shipPositions, &boardingPosition](const int3 & tile)
  312. {
  313. //Must only check the border of shipyard and not the added guard
  314. rmg::Area shipyardOut = rmgObject.instances().front()->getBlockedArea().getBorderOutside();
  315. if(!shipyardOut.contains(boardingPosition) || (shipyardOut * shipPositions).empty())
  316. return -1.f;
  317. return 1.0f;
  318. }, guarded, true, ObjectManager::OptimizeType::NONE);
  319. //search path to boarding position
  320. auto searchArea = land.areaPossible().get() - rmgObject.getArea();
  321. rmg::Path pathToBoarding(searchArea);
  322. pathToBoarding.connect(land.freePaths().get());
  323. pathToBoarding.connect(path);
  324. pathToBoarding = pathToBoarding.search(boardingPosition, false);
  325. //make sure shipyard places ship at position we defined
  326. rmg::Area shipyardOutToBlock(rmgObject.getArea().getBorderOutside());
  327. shipyardOutToBlock.intersect(waterAvailable);
  328. shipyardOutToBlock.subtract(shipPositions);
  329. shipPositions.subtract(shipyardOutToBlock);
  330. auto pathToBoat = zone.searchPath(shipPositions, true);
  331. if(!path.valid() || !pathToBoarding.valid() || !pathToBoat.valid())
  332. {
  333. boardingPositions.erase(boardingPosition);
  334. continue;
  335. }
  336. land.connectPath(path);
  337. land.connectPath(pathToBoarding);
  338. zone.connectPath(pathToBoat);
  339. info.blocked = rmgObject.getArea();
  340. info.visitable = rmgObject.getVisitablePosition();
  341. info.boarding = boardingPosition;
  342. info.water = shipPositions;
  343. manager->placeObject(rmgObject, guarded, true, createRoad);
  344. zone.areaPossible()->subtract(shipyardOutToBlock);
  345. for(const auto & i : shipyardOutToBlock.getTilesVector())
  346. if(map.isOnMap(i) && map.isPossible(i))
  347. map.setOccupied(i, ETileType::BLOCKED);
  348. break;
  349. }
  350. return !boardingPositions.empty();
  351. }
  352. char WaterProxy::dump(const int3 & t)
  353. {
  354. auto lakeIter = lakeMap.find(t);
  355. if(lakeIter == lakeMap.end())
  356. return '?';
  357. Lake & lake = lakes[lakeMap.at(t)];
  358. for(const auto & i : lake.neighbourZones)
  359. {
  360. if(i.second.contains(t))
  361. return lake.keepConnections.count(i.first) ? std::to_string(i.first)[0] : '=';
  362. }
  363. return '~';
  364. }
  365. VCMI_LIB_NAMESPACE_END